movement for fly & swimming

This commit is contained in:
Yunfan Li 2023-09-17 23:52:06 +08:00
parent 022c7c7796
commit e896168769
3 changed files with 8 additions and 5 deletions

View File

@ -87,7 +87,7 @@ bool FollowAction::isUseful()
if (Formation::IsNullLocation(loc) || bot->GetMapId() != loc.GetMapId()) if (Formation::IsNullLocation(loc) || bot->GetMapId() != loc.GetMapId())
return false; return false;
distance = sServerFacade->GetDistance2d(bot, loc.GetPositionX(), loc.GetPositionY()); distance = bot->GetDistance(loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ());
} }
return sServerFacade->IsDistanceGreaterThan(distance, formation->GetMaxDistance()); return sServerFacade->IsDistanceGreaterThan(distance, formation->GetMaxDistance());

View File

@ -148,7 +148,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// if (bot->Unit::IsFalling()) { // if (bot->Unit::IsFalling()) {
// bot->Say("I'm falling", LANG_UNIVERSAL); // bot->Say("I'm falling", LANG_UNIVERSAL);
// } // }
float distance = bot->GetDistance2d(x, y); float distance = bot->GetDistance(x, y, z);
if (distance > sPlayerbotAIConfig->contactDistance) if (distance > sPlayerbotAIConfig->contactDistance)
{ {
WaitForReach(distance); WaitForReach(distance);
@ -166,7 +166,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
MotionMaster &mm = *bot->GetMotionMaster(); MotionMaster &mm = *bot->GetMotionMaster();
mm.Clear(); mm.Clear();
mm.MovePoint(mapId, x, y, SearchBestGroundZForPath(x, y, z), generatePath); mm.MovePoint(mapId, x, y, SearchBestGroundZForPath(x, y, z, generatePath), generatePath);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation()); AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation());
return true; return true;
} }
@ -1268,8 +1268,11 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
return MoveNear(mapId, x, y, z, distance); return MoveNear(mapId, x, y, z, distance);
} }
float MovementAction::SearchBestGroundZForPath(float x, float y, float z, float range) float MovementAction::SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range)
{ {
if (!generatePath) {
return z;
}
float modified_z; float modified_z;
float delta; float delta;
for (delta = 0.0f; delta <= range / 2; delta++) { for (delta = 0.0f; delta <= range / 2; delta++) {

View File

@ -41,7 +41,7 @@ class MovementAction : public Action
bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->followDistance); bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->followDistance);
void CreateWp(Player* wpOwner, float x, float y, float z, float o, uint32 entry, bool important = false); void CreateWp(Player* wpOwner, float x, float y, float z, float o, uint32 entry, bool important = false);
private: private:
float SearchBestGroundZForPath(float x, float y, float z, float range = 10.0f); float SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range = 10.0f);
}; };
class FleeAction : public MovementAction class FleeAction : public MovementAction